Where: the gated car park outside CEG HQ (two buildings, a security booth and a generator), then the tower itself: floors 1 to 5, the Mezzanine and, at the very end, the 10th floor. PowerPyx counts this as Chapters 12 and 13 of the game's 17 sub-chapters.
Sub-chapters: Richard: Getting Inside, Richard: Another Attempt.
Watch for: twelve Documents and Clues, all of them Discoveries for the endings and all missable, because the game has no chapter select and no way back (PowerPyx). The Shotgun, handed to you at the start of Chapter 13, is the weapon the Creative Process trophy still needs. The enemies of this part are the Widows, the only place they appear, and Missing The Point Entirely wants 30 of them across playthroughs: PowerPyx says a single run does not contain 30. Find Yourself (story, cannot be missed) pops at the CEO Access Card. Nothing else is here: PowerPyx's by-type pages list no Phone Number, Strange Postcard, CRTV Signal or Resource Container in Part 5. And one thing that is NOT here despite the name: Reject The Help ("After meeting Richard, do not use a phone to save the game") refers, per PowerPyx's trophy guide, to the save prompt at the start of the game, not to this part; the rule is simply never to call 100 again after that first prompt.
1. Richard: Getting Inside
The part opens outside the tower, and the whole chapter is about getting power to the elevator that leads in. Two buildings on the car park hold the documents and the Generator Key; the generator sits outside. Five of the part's twelve Discoveries are here, two of them emails on a computer that only works once the power is on, so read the order below before you head for the elevator. Reviews describe Richard's stretch of the game as the one where the balance of power flips: GamingTrend says he starts with a shotgun and the game "showers you with ammo", and TheSixthAxis that he gets "a meaty shotgun" before properly meeting enemies. Both are talking about the next chapter; PowerPyx lists no weapon and no enemy in this one.
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1
Open the gate from the security booth
Go left of the front entrance into the small security booth and press the button. That opens the gate to the car park (PowerPyx).
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2
Document: Construction Halted Notice
Enter the first building on the car park. In the second room on the left, the notice is on a table in the back corner. This is also the building you will come back to once the generator runs, so remember it.
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3
Document: CEG Kiosk Note
Go through the garage door of the second building on the left. The note is on a table immediately to the right as you enter.
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4
Document: CEG Memo, and the Generator Key
In the same building go upstairs and left into the Manager's Office. The memo is on a desk to the left; the Generator Key is behind the door, in a cabinet (PowerPyx).
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5
Puzzle: start the generator
PowerPyx's solution, numbered Puzzle #27 on its pages: walk round the back of the generator outside and turn the right-hand lever so it sits diagonal, leaving the left and middle levers vertical, which is off. Then go to the front panel, put the key in on the right and pull the red lever on the left. The generator starts and the elevator into the building can be used.
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6
Document: Facilities: Works Halted, and Clue: "DONTREAD.DOC"
With the power on, go back into the first building. The computer in the room on the right now works: the top email is the Document Facilities: Works Halted, the bottom one the Clue "DONTREAD.DOC" (PowerPyx). Both count as Discoveries.
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7
Locker code 147
At the opposite end of the room from where the first Document was, a locker opens with the code 147 (PowerPyx). PowerPyx does not say what it holds, so neither do we. Then take the elevator: Chapter 13 starts inside the tower.
2. Richard: Another Attempt
The long chapter of the part: the tower floor by floor, with an Access Card that opens the 3rd and 4th floors, four door codes, and a projector in the 5th-floor Boardroom that needs a bulb, a lens and six slides in the right order before it gives up the CEO Access Card. Seven Discoveries are spread over Public Relations, the Media Department storeroom and the 10th floor. The route below is PowerPyx's, which zigzags between floors; the codes and the slide order are quoted from it. Creative Bloq mentions sneaking through "a multi-story office building" among the game's environments and PC Gamer "a corporate office"; GamesRadar+ talks of a late-game level that "pulls a deliciously subversive power flip with a shotgun and some cat and mouse scares", and Eurogamer of a teased "shift into power fantasy" that is then dashed by a prolonged hide-and-seek in near darkness. None of the four names the character or the chapter, so we do not tie their sentences to this one beyond noting that PowerPyx puts the Shotgun in your hands here.
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1
Weapon: Shotgun, then the Fifth Floor Map
The Shotgun is given automatically once you enter the building and come out onto the 2nd floor (PowerPyx). The map of the tower, which PowerPyx lists as "CEG HQ – Mezzanine > Fifth Floor Map", is on the stairs from the 2nd to the 3rd floor, beside a body. GamingTrend's note on this stretch is that ammo is plentiful "so feel free to go to town with anything that comes your way"; GamesRadar+'s general warning still applies, that gunfire "often attracts every monster within earshot"; and the trophy guide adds that the Shotgun is first used as Richard and is usable again as Simon in the final section.
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2
3rd floor. Document: CEG Tower Meeting Minutes
In the unlabelled room on the east side of the 3rd floor, the meeting room, on the table in the south-east corner (PowerPyx).
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3
4th floor. The Widows, and two trophies
The enemies of the tower are the Widows, which PowerPyx says appear only in this section of the game. VGC calls the Widow "a beautifully tragic enemy, covered in a veil and with a photo of her dead husband attached to her". Two trophies live on them: Creative Process (one kill with each of Plank, Pipe, Pistol, Shotgun, Flare Gun, Bottle and Brick in one playthrough) can be completed here the first time you kill one with the Shotgun, if the other six are done; and Missing The Point Entirely ("Silence 30 Widows") counts across playthroughs, because PowerPyx says fewer than 30 exist in a single run, so the rest come on a second pass through the tower.
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4
5th floor. Key Item: Access Card – Level 3/4
In the Boardroom, after the cutscene there, the card is on the table. It works the door pads on the 3rd and 4th floors (PowerPyx). One note from the trophy guide for much later: on a playthrough started after the Sci-fi ending, the Pistol-3000 sits on this same table right beside the card, and picking it up is the Future Hardware trophy.
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5
4th floor. Human Resources, both doors
Back down on the 4th floor the Access Card opens the Human Resources room; at the opposite end of the HR area, the card opens the other door too (PowerPyx). Nothing to collect is listed in HR.
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6
3rd floor. Public Relations: four Discoveries
On the 3rd floor the card opens the door to the west side (Finance and Public Relations), and in the south-west corner the door into Public Relations itself. Inside PR (all PowerPyx): in the north-west room, the one with the phone, the computer holds two emails, the Documents CEG Tower: Evening News and CEG Tower: Engineer Public Statement; in the small southern room, the filing cabinet has the Document PR Meeting Note; and in the south-eastern room the Clue Richard's Note lies on the floor beside a body. Richard's Note is the source of three door codes below.
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7
Public Relations Records: code 1607
The keypad door in the centre of the PR area takes 1607, from Richard's Note. PowerPyx says the room only contains supplies, so skip it on a speedrun.
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8
4th floor. Media Department: the storeroom, the Projector Bulb and Clue: CEG Checkout Sheet
Take the stairs inside PR up to the Media Department. In the room on the west side the CEG Storeroom Key is on the ground by a body; the Media Department Storeroom is on the other side and opens with it. In the storeroom's GENERAL STORAGE cabinet are the Projector Bulb and the Clue CEG Checkout Sheet (PowerPyx), and the sheet carries the next code.
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9
3rd floor. Finance: card, then 2709, then the Projector Lens
Back on the 3rd floor, the Finance door wants the Access Card on the scanner and then the code 2709, from the CEG Checkout Sheet. Inside, the CFO's room has the Projector Lens in a desk drawer (PowerPyx).
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10
5th floor. Puzzle: light the projector, and the CEG Maintenance Key
PowerPyx's Puzzle #28: in the Boardroom, use the projector in the middle of the room, open the front and fit the Projector Bulb, then the Projector Lens, then press the red switch on the left side. With the projector running, the CEG Maintenance Key can be taken from the hand of a body at the table. It opens the Maintenance room on this floor and, PowerPyx says, the Maintenance door on every floor.
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11
Down the Maintenance stairs: codes 1306 and 4512
Go down all the stairs inside the Maintenance rooms to the 2nd floor and out into Operations. The small room in Operations' north-east corner, Operations Storage, opens with 1306; on the 1st floor, Administration Storage in the south-east corner of the Administration room opens with 4512. Both codes come from Richard's Note and both rooms, per PowerPyx, hold only resources.
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12
Mezzanine. Key Item: Projector Sliders
In the Mezzanine Meeting Room, on the table (PowerPyx spells the item "Projector Sliders" and then calls them the Projector Slides). They are the six slides the Boardroom is waiting for.
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13
5th floor. Puzzle: the slides in Agenda order
PowerPyx's Puzzle #29. Back in the Boardroom, hold L1 or LB to look at the slides, then load them into the projector in the order of the Agenda the projector is showing, and press the red Play button on top once all six are in. The order, from PowerPyx: Recent Headlines is Slide D (triangle, the newspaper); External Demonstrations is Slide F (hexagon, the protest signs); Company Hierarchy is Slide B (star, the hierarchy chart); Financial Projects is Slide C (diamond, the profits chart); Public Inquiry is Slide E (plus, the courtroom sketch); Counter Arguments is Slide A (square, the censored photograph).
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14
Key Item: CEO Access Card. Trophy: Find Yourself
The CEO Access Card is given automatically after the cutscene that follows the slide puzzle, and Find Yourself ("Make it back to the office on the 10th Floor") unlocks with it: the trophy guide dates it to the end of Chapter 13, story-related, cannot be missed.
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15
10th floor. Document: CEG Tower: He's Done
The CEO Access Card opens the elevator; ride it to the 10th floor. On the computer outside the office, the single email is the last Discovery of the part (PowerPyx). What happens in the office is where Part 5 ends, and it is not described here.
3. Part 5 Completion
✅ Before Leaving the Tower...
Cross-checked
Cross-checked on 22 September 2026 against PowerPyx's Part 5: Richard collectible page (the two sub-chapters, the twelve Documents and Clues, the Shotgun, the four door codes, the generator and projector puzzles and the slide order, which its Speedrun Walkthrough repeats word for word), its by-type pages (which place no Phone Number, Strange Postcard, CRTV Signal or Resource Container in this part, and do not number the Documents, so we give names rather than positions out of 85: the by-type page lists 84 entries against the 85 it announces), its Trophy Guide (Find Yourself at the end of Chapter 13, Creative Process, Missing The Point Entirely and the wording of Reject The Help, plus the Pistol-3000 on the Boardroom table in NG++), and the reviews by GamingTrend, TheSixthAxis, GamesRadar+, Eurogamer, Creative Bloq, PC Gamer and VGC for the shotgun stretch and the Widows. The only disagreement is one of degree: GamingTrend says the game showers Richard with ammo, while the same review, GamesRadar+ and Push Square call ammunition scarce in general (Push Square: extremely rare in the first half of the campaign); both are quoted as they stand, and it reads as a contrast the reviews are making rather than a contradiction. Left out for lack of a source: what the 147 locker and the three storage rooms contain beyond "supplies" and "resources", how many Widows the tower holds, where exactly they patrol, and everything the cutscenes in the Boardroom and on the 10th floor show. PowerPyx's is the only walkthrough of this part we could find, so every location comes from it alone. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.